Expansion Packs

Industrial Revolution

Adds new plot types, such as advanced industrial plots, and tons of new buildings to Sim Settlements. These buildings allow you to take control of your settlement and begin constructing the things you need to conquer the wasteland. Inside many of these buildings are secrets to discover to help you on your adventuring.

Continuing the goals of Sim Settlements, Industrial Revolution aims to greatly expand the number of jobs available to your settlers and lays the foundation for your settlements to have a massive impact on your gameplay outside. It also introduces more in-depth game-play for those who want to micro-manage, while maintaining the simplicity of the plot-based building.

This is an Expansion Pack - and will always require the latest version of Sim Settlements, whenever you update this, be sure to also update Sim Settlements.

Rise of the Commonwealth

Adds the ability to put others in charge of settlements, they will handle the construction, settlers will move in and place their own plots, beds, and other things.

Introduces Interior Plots which can be used inside existing building or snapped into your own structures.

Adds a dynamic soundscape that adjusts the ambient and background sound effects in your settlements based on the plots you and your settlers build.

Tons of new gameplay options.

Rise of the Commonwealth takes Sim Settlements to new heights by putting you in the role of the leader. Now you can command others to build your settlements while you get back to exploring the wasteland.

This is an Expansion Pack - and will always require the latest version of Sim Settlements, whenever you update this, be sure to also update Sim Settlements.

Conqueror

At the surface, this expansion appears to be entirely about Raiders. Aesthetically, it definitely is. We decided to fully embrace the visuals and even gameplay behind raiders. Functionally, though, this expansion will add a ton of additional possibilities and benefits to all Sim Settlements players.

Conqueror is about providing new ways to play--both at the beginning of a new game, through the Pre-Built settlements and the Raider questline--and at the later stages by offering you a way to convert your settlements to operate like military outposts.
Like the expansions before it, Conqueror will continue to receive bi-weekly updates for the foreseeable future to improve and expand the gameplay based on community feedback.

This is an Expansion Pack - and will always require the latest version of Sim Settlements, whenever you update this, be sure to also update Sim Settlements.

Description:Over 100 building plans for Sim Settlements from add-on packs and community members created throughout the first year of Sim Settlements, as well as a handful of never before released building plans!

Mega Packs are a new type of Add-on for Sim Settlements that will work seamlessly with existing add-on packs. If an add-on pack that a building plan is from is detected, that add-on pack will be given control of the building plan. This allows us to create merged add-on packs without taking away control from the original author!

Includes all building plans from the following mods - note that uninstalling one of those add-ons will cause your plots that were using them to select a new building plan:

Also includes building plans donated by Altairp, Eldarth, and Uituit﻿.

Bonus buildings are automatically unlocked depending on which combination of DLC and CC content you have installed from BtN and kinggath. Additional bonus buildings may be added in the future. Current bonus buildings include:

Description:
This Add-On for Sim Settlements adds some new plots and items centered around a 'farm' theme. With this add-on you can enhance your settlers farming experience with the addition of Agricultural plots (and a couple other plot types) focused around animals, and the wonderful experiences of herding them in a pen, feeding them until they're fat, and slaughtering them all to feed your settlers. Each plot, present and future, should fit a particular theme based around the animal that inhabits the enclosure, with different resource inputs/outputs that should make your settlement feel more interesting and diverse. At last, all plots now produce some resources in the workbench!

Additionally, due to the dangerous nature of said animals (sans brahmin), these pens reduce the level of defense of the settlement but provide more food than typical plots as well as occasionally provide related items (e.g. radroaches provide glowing blood etc., molerats provide teeth etc).

Description:
This is a Sim Settlements add-on that focuses on the sometimes negative aspects of living in a community. The thought behind the add-on was to balance out all of the positive aspects of mods to keep Sim Settlements from being too "Cheaty". Eventually, it will become a "Disaster Pack" of sorts for Sim Settlements.

Also included is the contents of the previously known 'Slum Lord'; described by the author as being able "to show the true power of Sim Settlements", the homes added by this add-on randomize their structure in order to create an almost excessive amount of varying houses (yet only use four plot types so as to not out-number the other settlements). Currently the homes don't have much in the way of clutter or coherence, however the author is continuously improving the scripts in order to improve the experience.

Description:
This Add-On will mix old vanilla textures with the author's own new textures, trying to stay as lore friendly as possible whilst retexturing all that they can to make it look as they want it as well. After all, if everyone in the Commonwealth can make a mini nuke out of scraps, he should also be able to make new furniture, paint, or even wallpapers. Not ideal for those who dislike new textures in their Add-Ons.

Intergalactic Planetary (2x2) - Salvaged bits of Nuka World bring animatronic Zetans in to the picture to guard and fight for your settlement.

Rock Lobster (2x2) - Saving a few of those nukalurk eggs from Nuka-World has gifted you with your own band of nukalurk warriors as settlements guards. Not much is more intimidating than a glowing crab monster.

Description
A bit of the old world, a bit of the new world comes together to add a splash of color and crazy to your settlements. Be on the lookout for aliens, crab monsters, coffee, and lots of donuts. Requires all DLC plus Creation Club Slocum Joe's Pack. In the future I may create a version or update this so that it does not require the Slocum Joe's Pack, but for now as two of the six plots strongly feature the content and a third utilizes it somewhat, that wouldn't make much sense. More content is planned in the future.

Confession: I am primarily a console player (gasp) so I made this add-on with console users in mind, so it is more on the lightweight side with some of the Sim Settlements features. That is why the plots do not use construction stages beyond the basic three level stages (or four for agriculturals). Sorry to all of you who use realistic build times. This add-on might be a little bland for you if the aliens, donuts, coffee, and crab monsters don't excite you. More is coming in the very near future, including crafting recipes, shops, industrials, farms, and yet more martials.

Shit House - A small interior industrial plot that generates fertilizer and a little bit of nuclear material.

Martial

The Checkpoint - Plots that connect to one another and form a short wall and a guarded, arched entryway. Together fill more of a 2x3 space. Snap the 1x1 to the front, right corner of the 2x2. The plans work well together regardless of relative levels.

Horizon Job Plots

Author: redbaron148

Latest Update v0.7 - 17 June 2018Released - 16 June 2018Description: This contains six new industrial job plots that incorporate Horizon's job plots in their design. Four of the six new plots were built from scratch, two of the plots were copied from Kinggath's existing plots.

IDEK's Logistic Station

Description:
Settlement networking sucks. Supply lines are annoying to set up, and even more annoying to redefine as you unlock more settlements. The standard system that shares food and water between settlements is just as happy to feed your settlers corn as it is your cache of Mirelurk Queen steaks. Collecting the surplus food, water and tax money that your settlements produce is tedious. I could go on.

To alleviate this, I created this mod. With Sim Settlements, your settlers are happy to build their own towns - why shouldn't they manage their own logistical needs as well?

--- Usage ---
This mod works a little differently from most Sim Settlements addons. This mod only adds one building plan - the Logistics Station - under the standard Industrial plot type (interior and exterior versions are included).

To establish a logistics network, you are intended to designate exactly one Logistics Station in each of your settlements (only one station per settlement will be active at a time). To prevent your settlers from foolishly building useless duplicate stations, you must designate your Logistics Station plots manually. This is done by placing a standard industrial 2x2 or interior plot, then activating the ASAM sensor -> Choose Building Plan -> [ILS] Logististics Station. Note that this may take up to a few minutes to show up in the list if you've recently loaded a save.

Beyond defining them, you aren't strictly required to interact with Logistics Stations any more than that if you don't want to, however there are a number of additional features included should you choose to take advantage of them.

Please refer to download page for full details on mod

--- Future Plans ---
This mod will likely remain limited to only the one plot type. I have no plans to include any additional plot types at this time.

Ideas that I haven't gotten around to yet include:

Assigning additional guards to travel with provisioners as Logistics Station plot level increases

Additional decoration variants for both interior and exterior plot types.

Additional weapons or armor being issued to provisioners provided there are weapon shops or factories in your network

Distant future, perhaps some manner of wasteland patrol network being created out of a special martial plot type. That one might become its own mod if I ever get around to it, but it sounds like a neat idea that I could probably pull off.

Description:
An add-on for Sim Settlements that adds new Industrial Plots to the rotation.

Instead of increasing the general scavenging score however, these plots provide specific resources based on the building and plot (metal scrap yard provides metal salvage, the lumber yard provides wood salvage, etc).

Also includes an optional file that adds a custom "Scav Team Dispatcher" Radio Station to the game, however this requires the Industrial Revolution expansion.

Please make sure you back up your save files before activating this mod, it is still in it's early stages. While Sim Settlement Add-ons in general are very stable, this one utilizes more scripting then average to handle daily updates. Testing has not shown any adverse behavior so far, but until I have a wider testing audience, probably best to be cautious.

Description:
With the Fallout of nuclear war devastating the commonwealth, one would think the inhabitants would learn to build out of the junk that remained. In this add-on pack for SimSettlements, your settlers will do just that, build from the junk that they've found laying around.

Now with Player-Select Only [PSO] plots to prevent oversized plots spawning

Description:
The cool thing about Sim Settlements is the growth,watching your town start small and then grow into something cool. But I think there's something missing. Walls and fences tend to pop up instantly and that doesn't really fit into the growth. So I made a few fences from Homes for use in my own games. Everything here is over-sized but I think fits in well with the lore. Once your fence is built you can send your settler to another normal home plot. Min clutter and decorations but idle markers to keep your settlers busy.Best used with Realistic Build TimesNow with Player-Select Only plots to prevent oversized plots spawning
Large file so probably won't be on XBox unless requested.

Security 101 - Comes with a modded Greasers Jacket and Jeans - Sport a Marshal Badge on the front and a Security logo on the back along with Sim Settlements imprint and a Sim Settlement Logo on the back. The jacket marked with SS in front of the Greasers Jacket spawns in at the completion of Level 1. You can find it at the bottom left of the stairs, pick it up put it in the Settlers inventory and Equip it you now have an official Settlement Security Officer. The Plot also Spawns 2 active Bubble Turrets at level one and a Guard Dog. Level 2 brings yet another Guard Dog. Random Clutter for the shelving upstairs as well as random Explosive Boxes on the ground floor. Level 3 bring another active Tripod Turret. Completely restored Minuteman Flag, you guessed it, it's Minuteman themed. Adds 1 bed count to settlement.

Each martial plot will act as a job for a single settler and add to the overall defense score [60] and 20 happiness at level 3 of your settlement. Martial plot structures are designed to provide far more defense than you could get with a vanilla guard post. Even if you can't/don't upgrade them they'll still have a huge positive impact on your settlement and will give you a reasonable alternative to just spamming turrets.

AGRICULTURAL

Farming Innovations - A security gated Farm plot with corn, mutfruit, tato and tarberries. Running water and a irrigation pipe to water the flora.

RESIDENTIAL

Pallet House - A simple, structurally sound home made of pallets.

Shaw Shack - Adds a simple home for your settler who appreciates living in some semblance of comfort in the Commonwealth.
General Quarters - Adds a Military feel to your settlement

Raider Refugees: The Good, The Rad and The Ugly

Description:
This addon for Sim Settlements allows you to create a 'randomized' raider house to add some spice to your settlements. The house includes unique furniture, lighting, and other assorted raider flair. When the plots upgrade they randomly draw their furnishings/decorations/lights from a pool of 20+ categories, each one with 3 or more variations. Fully upgraded plots are very rarely the same.

Description:
This add-on introduces farms and scavenging forges in the style of foundations of destroyed buildings. The farms in particular have multiple types of produce as opposed to one type in the vanilla game, with each different farm offering different combinations. Additionally, the author is currently working on homes and shops, among others, which will be introduced in a later update.

Description:
This add-on includes a type of plot called a "Lower" plot, which has a fixed height as well as Snap Nodes on top that allows the player to add another plot on top or add whichever design they like, such as pathways and banisters.

Commercial:
The two Diners consume an extra 1/2/3 Food in exchange for an extra 10/20/30 Happiness, so plan accordingly with these plots in case you've got the settlement's food supply on a tight budget.

Industrial:

Windfarm Power - +15/20/27

Lower Powerstation Power - +20/27/33

Lower Waterstation Water - +20/30/45

Agricultural:
The Pipe Mushroom farm consumes no Water and the Hydrowheel, Planttubs, Wallfarm and Modernfarm are all high-tech/Institute themed with their own bonuses and maluses whilst mass-producing only Tatos (+1/2/5 Food / -2/4/4 Power / -0/0/2 Safety).

Honest Dan (WIP - Unfortunately, since Bethesda "killed him off" after his quest line he's non-functional ... for now.)

Description:
"Aims to bring a bit more solidity and stability to the settlement homes." Most buildings adopt a brick-and-mortar approach to building construction, with a less "maintained" viewpoint compared to Home Improvement. This can be desirable for those players that want fewer holes in the homes of their settlers, or those simply wanting their settlers to put more effort into their buildings.

Description:
Adds new interior plots with a Vault-tec theme along with dynamic furniture that has its own clutter and unique look upon placing. The plots themselves have a similar theme as they change slightly depending on if the player has various official DLC installed, i.e. Wasteland Workshop, Far Harbor and/or Nuka-World, as well as some plots allowing direct player input on their overall complexity.

Description:
Adds new interior plots with a (mostly) Vault-tec approved theme! The Vault dwellers idle chatter in Vault 88 can be rather quirky, so I tried to bring some of that into the designs of these interior plots. There's a mix of straightforward plots, quirky plots and experiment plots. Use whichever you want!

All Plots: Each plot's message does state where to place a Vault room entrance, however, I have found that the interior plots need at least 4 (2x2) Vault room pieces inorder to be placed down. Doing this leaves a bit of space around the front and which ever side isn't tucked into a corner. I prefer to make rooms around these plots that use 6 room pieces (2x3) to give a little bit more space and to allow easier access to a door on the side. See images if these numbers don't work for you on their own. : D

No there isn't an Overseer's plot. The desk takes up way too much space on an interior plot. It would have to go onto the full sized plots, but the utility pole and the vault pieces don't work well together.

I use the Def UI mod to swap out inventory tags with icons. All my building plans are tagged with (Vault-tec) to swap to the vault icon included in Def-UI. I'm working on creating an option to turn support for this mod on and off. Right now it's on, so if you don't use Def UI, the names of the plots will be really long. Sorry!

Future:

Figure out a way to make larger interior plots so the Overseer can have their own plot.

Description:
Some more houses for Sim Settlements plus a couple Martial Plots. Larger buildings for more of a "downtown" feel, with some being like reclaimed buildings that you'd find in Concord or elsewhere in the Commonwealth. Houses are intended to work with Interior plots. Basic Apartment is the exception, it was my first plot and was created initially as a player home plot for an early player home.

Building Features

Martial plots include stronger turrets with increased HP & defense. Rather than always just 80hp they will have 180/300/400 with about +100 DR/ER. Might raise the Defense rating but increase costs for the plot.

Houses intended to work with Interior plots. Eventually I would like to include snap points for easier placement of Interior plots. Place Everywhere﻿ strongly recommended for placement of Interior plots inside the houses. The hotkeys on Place Everywhere are extremely useful.

I recommend aligning your plot's Z angle by using SetAngle Z 0 in order to allow for easier correction of position/angles. My habit is to do this when beginning at a new location with the first floorpiece I place then snap others to it then snap plots to those. Alternatively with an object's positional data saved with Place Everywhere, you can use (6) when highlighting the interior plot to have it match the angle of the saved object.

Plot Details

Basic Apartment: Simple lower class 3 story brick building. Was made as a player(+companion) home plot.

Basic 4-Story : Minimal furnishings but there's the potential for others to move in with Interior Plots!

High End Test House : Minimal furnishings but there's the potential for others to move in with Interior Plots! Other plots use a 0.9 scale but this one currently does not. The idea is to better fit Interior Plots that may have clipping issues if the house was scaled to 0.9 such as those with ceiling objects included. Player Select Only

Defense Structure : 2 Stages with L2 & 3 identical for now. This way it won't make it harder to upgrade City Plan by staying at L2. 2 or 5 turrets. Benefits: Turrets have higher HP & DR. L1 = 2 Mk5 with 180HP also vantage points for sniping & NPC guard posts, L2/3: 5 Mk7 with 400HP, most of the DPS potential will be outwards from the one corner.

Description:
This add-on includes new plot types that differ from a typical "settler" feel to give homes a more dedicated feeling from the structure without necessarily being VIPs. An example of such would be the herbalist's shack and the rooftop garden complimenting each other, as such one would imagine that the settler working on a plot with many different types of produce would attempt to "bring their work home with them".

Interior Plots:
The names of the interior plots include four letters in parenthesis to help figure out how to best place them. With the wall of the plot in front of you, the first two letters signify entrances from the Ends - Left, Right or Both. The second two letters are about the entrances from the Front - Left, Right, Centre or Full. For example, the Art studio can be entered from both ends and from centre front, i.e. {BECF}. Let us know what you think, this is easily changed if the community figures out a better scheme.

Residential Plots:
22 homes – a tall tower home with an attitude, a pre-war electric relay station, a place for mama, a home in a derelict car, a fisherman’s hut, a huge ass tower with a player bed, a war rig, a hidden hideout, a rugged home for tired feet, a mariner's cabin, a home in a diner, a hunter's den, a tree house, a herbalist's shack, a shabby home underneath a car and a makeshift tinkerers house.

Commercial Plots:
A far out, hang out, bar, a waste-not-want-not medic, a colorful clothier, a salty sailor's bar, a military surplus store, a nuclear-themed bar, a work clothes seller and two general stores - one scrappy, one tinkery. Icecream and power armor repair squeezed into the same crummy tin schack, because why not? An APC weapon shop and finally: a breezy rum bar, "The rum hole", for a quick escape in the balmy nights to a place where palmfronds kiss your sweaty face and rum gushes down your eager maw, instead of radiated water and that insistent dog breath that follows you around in the real world of the wastes.

Agricultural Plots:
The Wild Forest, Meadow and Pond Farms now come in two versions - Regular and Happy:

The Regular version can be built by your settlers and give the same amount of food as vanilla Sim Settlements plots.

The Happy version can only be built by you with the ASAM sensor, give less food but a happiness boost to your settlement and plants in your workshop workbench. (see Read Me for plant details).

The Universal Library silt bean coffee farm and the Babylon Roof top garden now have No-ground versions that can only be built by you, with the ASAM sensor. The settlers can still build the old ground and wood foundation versions.

Recreational Plots:
A clueless pool hall, a coffee shop bookery and a Midsummer Pole – for the celebrational needs of your settlers.

Martial Plots:
Three plots, a mound, a deranged Wicker man and a turret tower.

Flags:
Four flags for your settlement to choose at the City Desk Planner.

Description:
There's a total of 24 different variations for each house.Townhouse Stone: Level 2 - style and color, Level 3 - single bed or 3-bedTownhouse Metal: Level 2 - color, multibed (3 at level 2, then 5 at level 3) or player home, Level 3 - style and color
The settler navigation is a bit wonky in multi-floor homes, they usually prefer to teleport to bed rather than walk.

Using Rise of the Commonwealth (RotC) and multibed homes:
Multibed homes can be useful in cities where you want to have more settlers than the plan provides homes for
to e.g. place Advanced Industrial plots on your own. But they can prevent the city homes from building up if you don't have enough settlers.

Interior Plots:
The names of the interior plots include four letters in parenthesis to help figure out how to best place them. With the wall of the plot in front of you, the first two letters signify entrances from the Ends - Left, Right or Both. The second two letters are about the entrances from the Front - Left, Right, Centre or Full. For example, the Art studio can be entered from both ends and from centre front, i.e. {BECF}. Let us know what you think, this is easily changed if the community figures out a better scheme.

Residential Plots:
Tinuvia's Townhouses are the result of an ambitious branching building plan, designed to provide the player with interesting design choices and a plethora of different end results. They are our most "un-scrappy" houses yet, reflecting the idea that some settlers manage to build their houses up from scratch, without the leaky roofs and see-through walls. They can roughly be thought of as Victorian (Stone) and Steam Punk (Metal). The Voodoo Lodge tries to bring a bit of New Orleans combined with a bit of Far Harbour to the wasteland. It is a hovel, a dirty, dingy hovel that smells like a pirate hooker's armpit.

Commercial Plots:
Messy Death Gun shop is your run-of-the-mill pistol smith, inspired by the great UitUit and his crazy boat plots, but kept within the confines of the building borders to play nice with others.

Agricultural Plots:
The concrete farm came about in an effort to make a natural plot for settlements with little exposed soil in them, like Jamaica Plains and Starlight Drive-In. The idea is that the flattop roads shielded the dirt beneath them against the worst radiation, so breaking up roads to farm would be logical.

Recreational Plots:
Pizza Parlour needs no introduction! It is Pizza! Do not inquire where the cheese comes from, just have another slice. For someone who is a world class prude, Tinuvia sure does a lot of stoned out drug plots, does she not? Oh, it is a benign garden is it? Mostly decorational you say? Yeah. Keep Mama Murphy away from the "garden". This is an interior recreational plot.

Martial Plots:
The Wrath of Kinggath is a Mad Max Buggy that scares off raiders, trolls and bugs by beeing awesome.

All-In-One:
If you want to use the All-In-One version to save an esp-slot, just uninstall and delete the old mod (WV1) and install the new All-In-One version. All the plots you have built will stay. If you don't mind adding another esp to your load order, you can keep the two mods (WV1 and WV2) as separate mods.

Exterior Industrial plot: This generates power depending upon its' level (5/10/20 power) and radiates other power fed into the plot. Covers a large area (a 10 floor-tile radius at L1, 16 floor-tiles at L2, and 20 floor-tiles at L3 - basically at L3 it should cover all of Starlight Drive-In so long as it's reasonably centrally-located).

Interior Industrial plot: This generates power depending upon its' level (4/8/16 power). It cannot re-radiate power fed into it (FO4 itself doesn't allow that). Covers a medium area (a 6/8/10 floor-tile area at L1/2/3).

Small interior Industrial plot: This generates power depending upon its' level (4/8/16 power). It cannot re-radiate power fed into it. Covers a medium area (a 6/8/10 floor-tile area at L1/2/3).

Tiny interior Industrial plot: This generates power depending upon its' level (4/8/16 power). It cannot re-radiate power fed into it. Covers a smaller area (a 4/6/8 floor-tile area at L1/2/3).

Incorporated Into Mega Pack - Year 1

B84s Themed Residentials (w/ Mega Pack Year 1)

Description:
Brian84s themed residentials, aim to add themed redsidential buildings to sim settlements. These buildings represent the homes of residents with a special profession, like the home of a doctor or a mechanic. If you enter the buildings you should be able to guess which job or hobby the owner has, in some cases this will be more subtle, in others it will be pretty obvious.

Jib's Residential AddOn (w/ Mega Pack Year 1)

Description:
A collection of residential plots for Sim Settlements. The collection includes many small shacks and houses but also several multi story buildings. There are also several tree houses of varying size and complexity.

Many, but not all, plots do exceed the 2 x 2 plot size. Check the building plan confirmation screen to see which buildings exceed the plot size.

Description:
This pack adds a number of Martial Plots to the Sim Settlements mod. It is likely that further additions will be made, but the current list includes light and heavy guard posts as well as 2 kinds of Martial Plot which incorporates the Minutemen Artillery. These function with the Artillery Smoke grenades.

The current designs use 2x2 Martial and Recreational plots. These were introduced in the 2.0 update for Sim Settlements. If you currently don't see the 2x2 Martial Plot size/foundations in your workshop menu (or don't see any Martial Plot options), the Martial option(s) to build these Plots will be added (show up in your workshop menu) once this AddOn pack is installed.

Description:
This addon is called AIO (All-In-One) because it was originally 2 separate addons: Home Improvement and Better Gardens.

Home Improvement is a lore friendly addon for Sim Settlements adding a variety of intellectual homes to the apocalypse. Now I get it, how can clean /cleaner homes be lore friendly in the falloutvers? Because we are talking 210+ years after the bombs fell. Wastelanders have standards, some less than others. So it only makes sense that after crawling through the destruction and fighting their way to survival they would over time better their lives and living conditions. Home Improvement is the addon that allows your settlers to utilize their carpentry skills and above all pick up a darn broom! I don't know about you, but I've certainly seen brooms and shovels in my explorations. So realistic? YES, Lore friendly? Your call.

Better Gardens offers many new agriculture plots that are designed to be focal points of your settlement and not cast aside or hidden away. These plots are gardens, fountains, community inner city farming, and multiple variations of each with many more to come!

FYI - The new mini-dungeons and vendor access entrances/locations were added (built in) to select new residential plots. No previous plots are affected. These new mini-dungeons/vendor are in new games "cells" outside the open Fallout 4 game world and therefore do not interfere with existing settlement layouts or structures in any way (i.e. they don't add anything "new" to the settlement "cells" that could create conflicts)

Description:
As the title of the add-on implies, this introduces new plot rotations centered around the theme of mobile homes. Most notably, it offers a mobile-home theme for the six base shops as well as a greenhouse-style farm that hosts multiple types of produce in exchange for fewer of the same type as per vanilla plots.

PCDug Addons (w/ Mega Pack Year 1)

Description:
This add-on attempts to emulate the same style as the base version of Sim Settlements with the introduction of three new homes, with two of them being singular structures that the residents improve the decorations of as the level increases as opposed to simply expanding the size of the shack.

Non-Plot AddOn Packs

Barstool Games

Author: TheWhiteCollarPlayers

Latest Update v1.1.1 - 7 February 2019Released - 9 March 2018

Barstool Games restores gambling related mini-games like those found in Fallout: New Vegas, to the world of Fallout 4. Currently, the only minigame added is Blackjack which can be played in a variety of ways. However in the future all of the minigames from Fallout: New Vegas as well as others will be added.

NOW WITH SIM SETTLEMENTS ADDON! (Optional File)
Very very special thanks to Uituit, a wonderful builder for Sim Settlements, and the creator of the plot for the Barstool Games addon to Sim Settlements. Also special thanks to XV-Versus, another builder, for all of their help with including the Barstool Games functionality in the plot.
You can go HERE to find Sim Settlements and be sure to show Kinggath some love, truly an amazing author.
THIS ADDON REQUIRES F4SE, THE MAIN BARSTOOL GAMES MOD, AND SIM SETTLEMENTS.
To install, simply ensure f4se is installed first, as well as the main Barstool Games mod, then install the addon in the optional files section.

JtBryant's Foundations

Adds 5 new foundation pieces in 8 different textures designed to work with Sim Settlement plots.

Description:
This addon to Sim Settlements will provide new foundation pieces you can use to build out your settlement with style. Especially useful for players who like to build using a grid layout method (all plots touching) or are inclined to want to "flatten" all of their build-able workshop area.

There are 5 shapes: 1x1 (vanilla sized foundation block great for paths and spacers), 2x2 (the exact size of most Sim Settlement plots - perfect for snapping the foundation-less versions of the plot types and the always foundation-less agricultural plot type), finally there are 3 sloped shapes so you can seamlessly connect foundation at different relative heights.

To complement the "look" you want for each of your settlements, these 5 shapes comes in 8 surface textures: concrete, road, soil, grass, old concrete, old road, dirt, and dead grass.

MJC Jail Cells for Conqueror

Author: MrJoseCuervo

Latest Update v1.0 - 29 January 2019Released - 29 January 2019
These cells are located in your Workshop under the Medium Cages menu.
One cage will spawn raiders who will fight for you. Think of them as converted new recruits!
The other cell will spawn slaves for your slave trader settlements.

MJC Raider Overhaul/Conqueror Mash-up Patch

Author: MrJoseCuervo

Latest Update v1.0 - 30 January 2019Released - 30 January 2019
Injects Raider Overhaul content into Sim Settlements Conqueror... Yes.. you have forged and Dreadnaughts in your gang now as well as awesome weapons and armor!

Salvage Beacons

Author: kinggath

Latest Update v1.0.3 - 23 March 2018Released - 27 September 2016

Adds item that causes settlers to retrieve all objects in marked container

Description:
Whilst technically not an add/on in terms of including new plot types, future plans for Sim Settlements involves settlers researching new tech for the player such as the Salvage Beacon.
This add-on creates a new settlement resource (which requires a settler working it) and a new item that, when placed in a container, allows the player to select a settlement of their choice (does not need to have an operator in said settlement) and have a salvage team transport the resources in said container to the settlement's workshop. The distances from the operator's settlement, the container and the target settlement determines how long the team will take to transport the resources. This helps solves the conundrum of the player having to trek back to their settlement to drop off their haul, instead allowing them to continue adventuring with their settlers providing a helping hand.

Sim Settlements Cheat Holotape

Description:
Adds a holotape to the player that allows them to add themselves Sim Settlements goodies, specifically:
- City Manager 2078 Holotape
- 100 ASAM Sensors

Essentially, you can use this mod to instantly start using Sim Settlements without first needing to find the City Manager 2078 Holotape (Holotape Locations). Keep in mind that this is a "cheat" but it can be useful if you are an experienced Sim Settlements user starting a new game/play through and just want to get to settlement building.

If you've already been playing with Sim Settlements you know how annoying it is to run out of ASAM sensors right in the middle of a new settlement build out. This mod can be very useful in instantly giving you a bunch of ASAM sensors to keep building with ( rather than having to go build a bunch).

Sim Settlements Building Plans Preview

Author: ArcherDown

Latest Update v2.0 - 07 April 2018Released - 09 August 2017

Adds preview 3D model when choosing new building plans

Description:
Do you ever struggle to find a building plan you want in Sim Settlements? Do you have to rebuild over and over again the plots just to get the industrial or agricultural building you want but cant remember the name? Do you have so many SS add-ons and buildings in your list that you no longer remember from which mod is which?

This mod helps with that, as it adds a preview 3D model of each construction added by SS and add-ons so now you know what you are actually constructing before building it and having to scrap it over and over because you don't like the building,or is not the one you were looking for.

Currently offers two versions, one for pre v3.0.0 of Sim Settlements and one for post v3.0.0 of Sim Settlements.

Description:
feel free to use them in your rise of commonwealth add-ons no need to ask for permissions

these foundation are a little bigger than normal ones 2.5 size of floor in length and width and 2 story in height
the bigger length and width is for help to easier move between the plots and can have easier access to around and back of plots
sim settlements plots can snap in middle of foundation using Place Everywhere recommended for easier snaping

you can use them to create multi floor settlements

have enough connection point you can snap wall mounted conduit from vault-tec workshop or mods like Settlement Objects Expansion Pack (for they location see the pictures)
they pass power between each other like vault tec workshop items

if you think they not high enough or your building go higher than 2 story use the column added by this mod to increase them

it's possible to snap walls on side of columns of foundation and column added by this mod or use them to create little walls
there some walls in this mod that you can use them for covering the down side of foundations

Wedges of the Commonwealth

Author: PCDug

Latest Update v1.1 - 21 April 2017Released - 20 April 2017

Three new Floor types for use alongside plots

Description:
Whilst this add-on doesn't include any new plot types, it does however include new floors with 30, 45 and 60-degree angles that allow for a more organic feel to plot placement as opposed to adhering to a simple grid formation.

World Flags

Author: hamed91211173

Latest Update v2.1.0 - 26 March 2018Released - 15 November 2017

Adds 264 new Flags

Country Flags

FO3 Major Faction Flags

FO4 Major Faction Flags

Sim Settlements Flags

Description:
This Mod adds more than 200 flags to Sim Settlements, mostly current flags of current countries, other flags belong to some organization/union, like OPEC, UN and some are old flags belonging to older countries or flags that have changed through time.

Description:
It is not uncommon to build your home out of stone and clay. The Romans did it, Medieval Lords did it, and now your settlers can too. A new Advanced Factory Tech Tree based around concrete and ceramic production is the cornerstone for your settlement to start with real masonry.
But one Question remains: What can you expect from Settlers who are not able to saw a wooden board straight?

Hunter-Gather

Description:
This building is meant to fill that initial gap when a settlement has 1-3 settlers. What I call the Hunter/ Gatherer stage of development before an Agricultural revolution. The plot provides just enough food/ water/ defense for one settler, and enough power for a Recruitment Beacon. I wanted to be able to start a settlement using no vanilla items from the beginning (Sim Settlement plots only), except for the recruitment Beacon.

The plot has no upgrade levels, and is meant to be scrapped when the settlement reaches 4 population. At that point, the settlers would Ideally start working 2 food, 1 water, 1 defense plot and begin their Agricultural Revolution!

Description:
Adds 2 new building trees which lead to 10 separate building types: one set provides power and one set provides defense.

Power:

Don't place the windmills next to and thing higher that 3 stories, otherwise it will clip.

The Oil Power Plant requires you have at least 1 of Industrial Revolution's oil pumps in the settlement.

Defense:
This addon is the first to apply a branching upgrade system for the martial plot type. Part of the goal of this new barracks tree is to role-play each faction trying to take control of the commonwealth.

This is done in two main ways:

The availability of each factions barracks is tied to your involvement with each factions quest line(s) in the main Fallout 4 game (i.e. locked until a certain point, level of interaction)

Barracks give a variable amount of defense depending on how many barracks that faction controls (i.e. has been assigned by you) throughout all of your settlements in the commonwealth and beyond. More specifically, the defense values are affected by how many barracks a faction controls, how many it's allies control, and how many it's rivals control. So it can change as your relationship with the factions changes.

Each Factions Barracks is Settlement-Unique in that you can only have 1 which provides actual defense. So you could have 5 Railroad barracks in one settlement but that will not increase your defense score (it would just be about visuals) because only 1 of those Railroad barracks will be counted for defense calculations. On the other hand, if you have 5 Railroad barracks in each of 5 different settlement locations, then all 5 will be counted in the defense calculation. FYI- it takes the script about 60 seconds to catch up so don't upgrade 2 of the same faction's barracks in the same settlement at the same time.